schroe2a / DotaSource2

My fork of... The 2013 edition of the Source SDK
Other
7 stars 1 forks source link

Make antlion guards not block creeps #25

Closed NRacer closed 11 years ago

NRacer commented 11 years ago

Split off from issue #19, since it cannot be addressed the same. I intend to make the antlion guard go back to their original spawn point (or somewhere around there).

This will actually solve a separate issue of the guard of just standing there and taking it from a player shooting from a distance.

schroe2a commented 11 years ago

I know there is some logic in the ai for the antlion guard to run and hide if he takes damage from something he cannot reach. I've seen that work, but I've also seen him just stand there taking damage. On Oct 5, 2013 12:16 PM, "NRacer" notifications@github.com wrote:

Split off from issue #19https://github.com/schroe2a/DotaSource2/issues/19, since it cannot be addressed the same. I intend to make the antlion guard go back to their original spawn point (or somewhere around there).

This will actually solve a separate issue of the guard of just standing there and taking it from a player shooting from a distance.

— Reply to this email directly or view it on GitHubhttps://github.com/schroe2a/DotaSource2/issues/25 .

NRacer commented 11 years ago

I have created an entity (named {guardname}_home) which is auto-spawned by each guard when the round starts. I set up a "schedule" to have the antlion go back to that spot if it looses sight of the enemy. I still have a bit of work, but it seems to be going well.

NRacer commented 11 years ago

One problem I am having is antlion guards are not able to move through (teammate) creeps. This basically means that once a few creeps have blocked in the guard, he can't do anything. Need to make the guard ignore them (or push them/etc).

NRacer commented 11 years ago

Made antlion guards not collide with any NPCs (friend and enemy). This should prevent pathing problems. I believe enemies can still be attacked (need to verify), but movement (including charge) ignores them.

I also added an "auto-home" ability to the antlion guard. It will head back to its original starting spot if: a) It lost contact with the enemy player, or b) Its health goes below 50% for the first time. This should also generally keep it from standing in front of a door while being pummeled.